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2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)最新文献

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Temporal visualization of collaborative software development in FOSS forks 自由/开源软件分支中协同软件开发的时间可视化
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883055
Amir Azarbakht
Software development in free and open source (FOSS) projects is a collective human activity. Software developers in these projects collaborate via FOSS informalisms, i.e. mailing list, bug repository and code repository. Analysing the human collaborative work of these software developers over a time period, e.g. five years, sheds light on the underlying structure and dynamics of how the software is being developed, how the project is led, who the influencers are, and how to achieve a state of sustainability. In this paper, we propose to use temporal social network analysis with temporal visualization to study the evolution and social dynamics of FOSS communities. With these techniques we aim to identify measures associated with unhealthy group dynamics, e.g. a simmering conflict, as well as early indicators of major events in the lifespan of a community. One dynamic we are especially interested in, are those of forked FOSS projects. We used the results of a study of forked FOSS projects by [Robles and Gonzalez-Barahona 2012] as the starting platform for our study, and tried to gain a better understanding of the evolution of these communities.
自由和开放源代码(FOSS)项目中的软件开发是一项集体的人类活动。这些项目中的软件开发人员通过自由/开源软件的非正式方式进行协作,例如邮件列表、bug库和代码库。分析这些软件开发人员在一段时间内(例如五年)的协作工作,可以揭示软件开发的基本结构和动态,项目是如何领导的,谁是影响者,以及如何实现可持续性状态。在本文中,我们提出使用时间社会网络分析和时间可视化来研究自由/开源软件社区的演变和社会动态。通过这些技术,我们的目标是确定与不健康的群体动态相关的措施,例如,酝酿中的冲突,以及社区生命周期中重大事件的早期指标。我们特别感兴趣的动态是那些分叉的自由/开源软件项目。我们使用了[Robles and Gonzalez-Barahona 2012]对分叉的自由/开源软件项目的研究结果作为我们研究的开始平台,并试图更好地了解这些社区的演变。
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引用次数: 2
Information resources of ∗AIDA programs * AIDA计划的资讯资源
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883036
Y. Watanobe, N. Mirenkov, H. Terasaka
Programming in pictures is an approach whereby pictures and moving pictures are used as super-characters to represent features of computational algorithms and data structures, as well as to explain models and application methods involved. *AIDA is a language supporting programming in pictures. In this paper, a fluid dynamics problem is considered and an example of a *AIDA program for fluid flow simulation is provided. The program is presented as a set of information resources oriented not only to the executable code generation, but also to an explanation of the problem and its application algorithm. Various features of the *AIDA program are discussed and some comparisons with a Fortran equivalent are performed.
图中编程是用图像和动态图像作为超级字符来表示计算算法和数据结构的特征,并解释所涉及的模型和应用方法的一种方法。*AIDA是一种支持图片编程的语言。本文考虑了流体动力学问题,并给出了一个用于流体流动模拟的*AIDA程序的实例。该程序以一组信息资源的形式呈现,不仅面向可执行代码的生成,而且面向问题的解释及其应用算法。讨论了*AIDA程序的各种特性,并与Fortran等效程序进行了一些比较。
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引用次数: 3
Two applications for transient views in software development environments 软件开发环境中瞬态视图的两个应用程序
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883064
C. Schulze, Miro Spönemann, Christian Schneider, R. V. Hanxleden
Pragmatics-aware modeling refers to model-driven engineering with designer productivity in mind. We apply this concept to traditional software development by introducing two exemplary applications for transient views geared at increasing developer productivity: UML class diagram generation and debug state visualization.
语用感知建模指的是考虑设计者生产力的模型驱动工程。我们将这个概念应用到传统的软件开发中,通过介绍两个用于提高开发人员生产力的瞬态视图的示例应用程序:UML类图生成和调试状态可视化。
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引用次数: 1
Networked livecoding at VL/HCC 2013 网络直播编码,VL/HCC 2013
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883065
Ben Swift, H. Gardner, Andrew Sorensen
Network connectivity offers the potential for a group of musicians to play together over the network. This paper describes a trans-Atlantic networked musical livecoding performance between Andrew Sorensen in Germany (at the Schloss Daghstuhl conference on Collaboration and Learning through Live Coding) and Ben Swift in San Jose (at YL/HCC) in September 2013. In this paper we describe the infrastructure developed to enable this performance.
网络连接为一群音乐家提供了通过网络一起演奏的可能性。本文描述了2013年9月德国的Andrew Sorensen(在Schloss Daghstuhl会议上通过现场编码进行协作和学习)和圣何塞的Ben Swift(在YL/HCC)之间的跨大西洋网络音乐现场编码表演。在本文中,我们描述了为实现这种性能而开发的基础设施。
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引用次数: 4
Code you can use: Searching for web automation scripts based on reusability 你可以使用的代码:搜索基于可重用性的web自动化脚本
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883027
J. Admire, Abbas Al Zawwad, Abdulwahab Almorebah, Sanchit Karve, Christopher Scaffidi
Web scripting enables users to automate interactions with websites. Online open source repositories provide scripts available for reuse. Yet just because these scripts are open source does not mean they are all reusable: many are specialized and irrelevant to most peoples' needs, while others are hard to understand or learn from. Repositories offer keyword-based search engines to find scripts relevant to specialized needs, but they lack any means for filtering search results according to reusability. To address this shortcoming, we present an approach for creating a model to automatically estimate the reusability of web automation scripts. To test this approach, we prototyped a search engine that uses these reusability estimates to sort one particular kind of web automation scripts, CoScripter macros, according to reusability. An empirical evaluation confirmed that the system's reusability estimates are significantly correlated with user perceptions of macro reusability, thus implying that our approach presents a viable means for helping end-user programmers to find reusable web automation scripts.
Web脚本使用户能够自动与网站进行交互。在线开放源代码存储库提供了可重用的脚本。然而,仅仅因为这些脚本是开源的并不意味着它们都是可重用的:许多脚本是专门的,与大多数人的需求无关,而其他脚本则很难理解或学习。存储库提供基于关键字的搜索引擎来查找与特定需求相关的脚本,但是它们缺乏根据可重用性过滤搜索结果的任何方法。为了解决这个缺点,我们提出了一种方法来创建一个模型来自动评估web自动化脚本的可重用性。为了测试这种方法,我们制作了一个搜索引擎原型,它使用这些可重用性评估来根据可重用性对一种特定类型的web自动化脚本(CoScripter宏)进行排序。一项实证评估证实,系统的可重用性估计与用户对宏观可重用性的感知显著相关,因此这意味着我们的方法为帮助最终用户程序员找到可重用的web自动化脚本提供了一种可行的方法。
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引用次数: 2
Measuring and visualizing energy consumption within software code 测量和可视化软件代码中的能耗
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883045
Tiago Carção
The authors have begun to witness an exponential growth in the information and communication technologies (ICT) sector. While undoubtedly a milestone, all of this occurs at the expense of high energy costs needed to supply servers, data centers, and any use of computers. Associated with these high energy costs is the emission of greenhouse gases. These two issues have become major problems in society. The ICT sector contributes up to 8% of the overall energy consumption, with 50% of the energy costs of an organization being attributed to the IT departments.The paper discusses a tool which applies the proposed techniques on software code. This tool would guide the developer into programming more energy-aware software by alerting him/her of red smells, and offering green refactorings, all this in a simple visual layout to allow the software developer to become energy-aware. This application will also provide the ability to navigate between less energy efficient areas (packages, classes, modules, functions, methods, blocks and even lines), making its implementation more energy efficient.
作者已经开始见证信息通信技术(ICT)行业的指数级增长。虽然这无疑是一个里程碑,但所有这些都是以提供服务器、数据中心和任何计算机使用所需的高能源成本为代价的。与这些高能源成本相关的是温室气体的排放。这两个问题已经成为社会的主要问题。信息和通信技术部门占总能源消耗的8%,其中IT部门占组织能源成本的50%。本文讨论了一个将上述技术应用于软件代码的工具。这个工具将引导开发人员通过提醒他/她红色气味来编写更节能的软件,并提供绿色重构,所有这些都在一个简单的视觉布局中,让软件开发人员变得节能。该应用程序还将提供在能效较低的区域(包、类、模块、函数、方法、块甚至行)之间导航的能力,使其实现更加节能。
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引用次数: 8
Principles of a debugging-first puzzle game for computing education 计算机教育中以调试为先的解谜游戏的原理
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883023
M. Lee, Faezeh Bahmani, Irwin Kwan, Jilian LaFerte, P. Charters, Amber Horvath, Fanny Luor, Jill Cao, Cathy Law, Michael Beswetherick, Sheridan Long, M. Burnett, Amy J. Ko
Although there are many systems designed to engage people in programming, few explicitly teach the subject, expecting learners to acquire the necessary skills on their own as they create programs from scratch. We present a principled approach to teach programming using a debugging game called Gidget, which was created using a unique set of seven design principles. A total of 44 teens played it via a lab study and two summer camps. Principle by principle, the results revealed strengths, problems, and open questions for the seven principles. Taken together, the results were very encouraging: learners were able to program with conditionals, loops, and other programming concepts after using the game for just 5 hours.
尽管有许多系统旨在吸引人们参与编程,但很少有系统明确地教授这一主题,期望学习者在从头开始编写程序时自己获得必要的技能。我们提出了一种原则性的方法来教授编程,使用一个名为Gidget的调试游戏,它是使用一套独特的7个设计原则创建的。共有44名青少年通过实验室研究和两次夏令营来玩这款游戏。逐个原则,结果揭示了七项原则的优势、问题和有待解决的问题。综上所述,结果非常鼓舞人心:学习者在使用游戏5个小时后就能够使用条件、循环和其他编程概念进行编程。
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引用次数: 88
Annotating spiders with resource information 用资源信息注释蜘蛛
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883018
Paolo Bottoni, A. Fish, Alexander Heußner
The recently introduced notion of Modeling Spider Diagrams immerses Spider Diagrams in a modelling context. We enhance here their capabilities by including references to resources that are required to persist in some state or to perform some state transition. To this end, we introduce a notion of annotation, which can be expressed through a restriction of Conceptual Spider Diagrams (extended over domains), where domains are partially ordered and predicate edges have to be consistent with this ordering. The resulting notion of Annotated Modeling Spider Diagrams can then be used to express constraints on the usage of resources, so that conformance to a policy can be verified with respect to resource availability. We provide additional options for user-modelling choices via a natural equivalent representation in terms of (classical) Spider Diagrams, restricted on the domain of interest, and the use of colour for domain identification.
最近引入的建模蜘蛛图的概念将蜘蛛图沉浸在建模环境中。我们在这里通过包含对资源的引用来增强它们的功能,这些资源是保持某种状态或执行某种状态转换所必需的。为此,我们引入了注释的概念,它可以通过概念蜘蛛图的限制(扩展到域上)来表达,其中域是部分有序的,谓词边必须与这种顺序一致。由此产生的注释建模蜘蛛图的概念可以用来表示对资源使用的约束,这样就可以根据资源可用性来验证策略的一致性。我们为用户建模选择提供了额外的选择,通过(经典)蜘蛛图的自然等效表示,限制在感兴趣的领域,并使用颜色进行领域识别。
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引用次数: 1
Intercepting dataflow connections in diagrams with inheritance 在具有继承的关系图中拦截数据流连接
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883016
Niklas Fors, G. Hedin
Control systems are often built using visual dataflow-based languages, and supporting different variants may be challenging. We introduce the concept of connection interception based on inheritance. This mechanism allows a diagram to extend another diagram and intercept connections defined in the supertype, that is, to replace it by two other connections, in order to specialize the behavior. This can be used to create extensible libraries that support different variants.
控制系统通常使用基于可视化数据流的语言构建,并且支持不同的变体可能具有挑战性。我们引入了基于继承的连接截获的概念。这种机制允许一个图扩展另一个图,并拦截超类型中定义的连接,也就是说,用另外两个连接替换它,以便专门化行为。这可以用于创建支持不同变体的可扩展库。
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引用次数: 8
Behavior-based code search 基于行为的代码搜索
Pub Date : 2014-08-28 DOI: 10.1109/VLHCC.2014.6883053
Sheela Surisetty
The proliferation of end-user programmers' code in open source repositories provides opportunities for others to reuse code to solve programming problems, learn new programming techniques and to get inspiration. Unfortunately, code reuse by end-user programmers is low. In this paper, I propose a novel search mechanism called “Behavior-based code search” (BBCS) that assists end-user programmers discover reusable artifacts, so that they could find, reuse, and benefit from existing end-user code.
开放源代码存储库中最终用户程序员代码的激增为其他人提供了重用代码来解决编程问题、学习新的编程技术和获得灵感的机会。不幸的是,最终用户程序员的代码重用率很低。在本文中,我提出了一种新的搜索机制,称为“基于行为的代码搜索”(BBCS),它可以帮助最终用户程序员发现可重用的工件,这样他们就可以找到、重用并从现有的最终用户代码中获益。
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引用次数: 3
期刊
2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)
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